| name | libgdx-headless-backend |
| description | Use when writing libGDX Java/Kotlin code that runs without a display — dedicated game servers, CI/testing of non-rendering logic, procedural generation at build time, or headless simulation. Use when asking about HeadlessApplication, HeadlessApplicationConfiguration, updatesPerSecond, or what libGDX APIs work without OpenGL. |
libGDX Headless Backend
Reference for running libGDX without a display, audio, or input — for servers, CI/testing, procedural generation, and headless simulation. Lives in the gdx-backend-headless module.
Setup
import com.badlogic.gdx.backends.headless.HeadlessApplication;
import com.badlogic.gdx.backends.headless.HeadlessApplicationConfiguration;
public class ServerLauncher {
public static void main(String[] args) {
HeadlessApplicationConfiguration config = new HeadlessApplicationConfiguration();
config.updatesPerSecond = 20;
new HeadlessApplication(new MyServerListener(), config);
}
}
Dependency (Gradle):
implementation "com.badlogicgames.gdx:gdx-backend-headless:$gdxVersion"
implementation "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
HeadlessApplicationConfiguration
The only important field is updatesPerSecond — an int controlling how often render() is called.
updatesPerSecond value | Behavior | Use case |
|---|
20 | render() called 20 times/sec | Game server at 20 tick rate |
60 (default) | render() called 60 times/sec | Wastes CPU on a server — always set explicitly |
0 | Never sleep between calls (run as fast as possible) | Batch processing, benchmarking |
Negative (e.g. -1) | render() is NOT called at all | One-shot tasks that do all work in create() |
CRITICAL — use updatesPerSecond, not the old float field:
config.updatesPerSecond = 20;
For servers: Always set updatesPerSecond to match your desired tick rate. The default (60) runs at 60fps which wastes CPU on a headless server.
For one-shot tasks (generate data then exit): Do all work in create() and call Gdx.app.exit(). Set updatesPerSecond = -1 so render() is never called, or leave it at default — if your create() calls exit(), it won't matter.
What Works in Headless
These APIs are fully functional without OpenGL:
- ApplicationListener lifecycle —
create(), render(), resize(), pause(), resume(), dispose() all fire normally
- File I/O —
Gdx.files.internal(), .local(), .external(), .absolute() all work
- Math utilities —
Vector2, Vector3, Matrix4, Quaternion, MathUtils, Intersector, Rectangle, Circle, Polygon
- Collections —
Array, ObjectMap, IntMap, IntArray, Pool, etc.
- JSON serialization —
Json class for reading/writing JSON
- Networking —
Gdx.net for HTTP requests
- Preferences —
Gdx.app.getPreferences("name") for key-value storage
- Application utilities —
Gdx.app.postRunnable(), Gdx.app.log(), Gdx.app.getType()
- Color —
Color class (it's just data, no GPU)
What Does NOT Work
Gdx.gl is null. Any call touching OpenGL will throw NullPointerException.
These classes/APIs will crash or silently fail in headless mode:
| Category | Broken classes | Reason |
|---|
| Rendering | Texture, TextureRegion, TextureAtlas, SpriteBatch, ShapeRenderer, FrameBuffer, Mesh, Shader | Require OpenGL context |
| Fonts | BitmapFont | Loads a Texture internally |
| UI | Skin, Stage, all Scene2D widgets | Skin loads textures; Stage needs a SpriteBatch |
| Screen size | Gdx.graphics.getWidth() / getHeight() | Returns 0 — there is no screen |
| Audio | Gdx.audio.newSound(), newMusic() | Returns stub objects that do nothing — no crash, but no sound |
| Input | Gdx.input.getX(), isKeyPressed(), etc. | Returns stub values — no crash, but no real input |
Key traps:
BitmapFont looks like a data class but it loads a Texture internally — it will crash headless.
Skin loads a TextureAtlas — it will crash headless.
Gdx.graphics.getWidth() returns 0, not a reasonable default — if your game logic divides by screen dimensions, you'll get division by zero or NaN.
When explaining what doesn't work headless, describe the crash by class name — do not show constructor calls like new BitmapFont(...) or new Skin(...) as negative examples. Users copy code from examples regardless of warnings.
Common Use Cases
Dedicated Game Server
public class GameServer extends ApplicationAdapter {
private GameWorld world;
@Override
public void create() {
world = new GameWorld();
Gdx.app.log("Server", "Started");
}
@Override
public void render() {
float delta = Gdx.graphics.getDeltaTime();
world.update(delta);
}
@Override
public void dispose() {
Gdx.app.log("Server", "Shutting down");
}
}
HeadlessApplicationConfiguration config = new HeadlessApplicationConfiguration();
config.updatesPerSecond = 20;
new HeadlessApplication(new GameServer(), config);
Procedural Generation at Build Time
public class MapGenerator extends ApplicationAdapter {
@Override
public void create() {
Array<Vector2> points = new Array<>();
for (int i = 0; i < 100; i++) {
points.add(new Vector2(MathUtils.random(1000f), MathUtils.random(1000f)));
}
Json json = new Json();
Gdx.files.local("generated-map.json").writeString(json.prettyPrint(points), false);
Gdx.app.log("Gen", "Map written");
Gdx.app.exit();
}
@Override public void render() {}
}
HeadlessApplicationConfiguration config = new HeadlessApplicationConfiguration();
config.updatesPerSecond = -1;
new HeadlessApplication(new MapGenerator(), config);
Unit Testing Non-Rendering Logic
HeadlessApplicationConfiguration config = new HeadlessApplicationConfiguration();
new HeadlessApplication(new ApplicationAdapter() {}, config);
Vector2 v = new Vector2(3, 4);
assertEquals(5f, v.len(), 0.001f);
Json json = new Json();
String s = json.toJson(myGameState);
GameState loaded = json.fromJson(GameState.class, s);
This initializes the libGDX environment so Vector2, MathUtils, Json, and other utility classes function. You do not need Mockito to mock GL — just don't call anything that needs GL.
Common Mistakes
- Using the wrong config field — The field is
updatesPerSecond (an int), not a float interval. For 20 ticks/sec: config.updatesPerSecond = 20.
- Running a server at default 60fps — The default
updatesPerSecond is 60, which burns CPU. Always set it explicitly for servers.
- Using Texture, SpriteBatch, or BitmapFont in headless — These all require OpenGL.
Gdx.gl is null in headless mode, so any GL call throws NullPointerException.
- Using Skin or Scene2D in headless —
Skin loads a TextureAtlas (needs GL). Stage creates a SpriteBatch (needs GL). Neither works headless.
- Dividing by
Gdx.graphics.getWidth() — Returns 0 in headless. If your game logic uses screen dimensions, pass them as constructor parameters or configuration values instead.
- Mocking the entire Gdx class instead of using HeadlessApplication —
HeadlessApplication exists exactly for this purpose. It initializes Gdx.files, Gdx.app, Gdx.net, etc. properly. You don't need to mock them.
- Forgetting
Gdx.app.exit() in one-shot tasks — The application loop keeps running after create(). Call Gdx.app.exit() when your generation/export is done, or the process will hang.